;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the colony,
and decreases it in all nearby colonies.

@;Barracks
@PEDIAIMPROVE2
Colony produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of colony's food store is depleted when
colony increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%.

@;Library
@PEDIAIMPROVE6
Increases Lore output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%. Makes colony more resistant
to bribery by enemy diplomats and spies. Under Nationalism,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in colony are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows colony to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Aristocracy).

@;University
@PEDIAIMPROVE12
Increases Lore output by an additional
50% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content.

@;Factory
@PEDIAIMPROVE15
Increases resource production in colony by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%.
(cumulative w/ Iron Works).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the colony from evil attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by Iron Works.

@;Power Plant
@PEDIAIMPROVE19
Increases Iron Works output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases Iron Works output by 50%.  

@;Nuclear Plant
@PEDIAIMPROVE21
Increases Iron Works output by 50%.  

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50%. (cumulative with Marketplace and Merchants for a 
grand total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows colony to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the colony's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the colony's radius with roads
produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%
(cumulative with Library and University for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in colony are doubled on defense against
air units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in colony are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases Iron Works output by 50%.  

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the colony's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the colony's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran evil units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from colony by 1.

@;Port Facility
@PEDIAIMPROVE34
Colony produces veteran naval units.
Any ship spending its entire turn in the colony is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE40
Counts as a Granary in every one of your colonies.

@;Hanging Gardens
@PEDIAIMPROVE41
One extra happy citizen in every colony.

@;Colossus
@PEDIAIMPROVE42
Colony produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE43
Ships have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE44
"I have awoken!" - So spake Ralk the Lich King of Bitterfrost.

@;Oracle
@PEDIAIMPROVE45
Doubles the effect of all of your monuments.

@;Great Wall
@PEDIAIMPROVE46
Enemies must offer peace in negotiations.  
Combat strength doubled against Nedlings.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE48
Every square in the mine's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE49
You receive a free parley with every rival.

@;Michelangelo's Chapel
@PEDIAIMPROVE50
Counts as a Crusader Church in each of your colonies.

@;Copernicus' Observatory
@PEDIAIMPROVE51
Doubles Lore output of the colony.

@;Magellan's Expedition
@PEDIAIMPROVE52
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
All unhappy citizens in the colony are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
"Nothing to see here!"

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
Decreases unhappy citizens on Bitterfrost by 2 per colony.

@;Isaac Newton's College
@PEDIAIMPROVE56
Increases Lore output of improvements in the colony by 50%.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
Pays the maintenance for all Colony improvements which
ordinarily cost 1 gold per turn. (but only these!)

@;Darwin's Voyage
@PEDIAIMPROVE58
Two free Lore advances.

@;The Statue of Liberty
@PEDIAIMPROVE59
"The burning has began! And with it, the punishment of all lesser kind!"
- So spake Zexxa, the purple witch...

@;The Eiffel Tower
@PEDIAIMPROVE60
When you first obtain the help of the Thief Guild, Every realms's attitude toward 
you is immediately shifted 25 points in your favour (on a hundred point scale).  
Attitudes continue to improve gradually over time.  Other realms are also 
quicker to forget your past transgressions.

@;Hoover Dam
@PEDIAIMPROVE62
Provides improved resource production to every one of your colonies.

@;Women's Suffrage
@PEDIAIMPROVE61
Decreases unhappiness caused by troops away from the colony by 1.

@;Manhattan Project
@PEDIAIMPROVE63
"Nothing to see here!"

@;United Nations
@PEDIAIMPROVE64
^* Free embassy with every other realm.
^* Enemies cannot refuse your peace treaties.
^* As a Nationalism, you can declare war 50% of the time.

@;Apollo Program
@PEDIAIMPROVE65
Let's you see the entire island of Bitterfrost 
through the evil eyes of Zexxa.

@;SETI Program
@PEDIAIMPROVE66
Counts as a Wizard Tower in every one of your colonies; effectively
doubles your Lore output.

@;Cure for Cancer
@PEDIAIMPROVE67
One extra happy citizen in each colony.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your colonies, the
rate at which your citizens can produce and sustain new units
and colony improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your colonies; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Unrest
Unrest represents not so much a government type as the
lack of any stable government. Unrest occurs when your
realm's government falls, or when you decide to
have a Revolution. After a few turns of Unrest, you will
be able to reconstitute your government.

@PEDIAGOVT1
@width=600
@title=Colony
^UNIT SUPPORT
Each unit above the colony size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each colony will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Colonialism has a HIGH rate of corruption and waste.  The
level of corruption in a particular colony is based on its
distance from your capital.
^
^SPECIAL
Under a Colonialism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Colonialism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each colony will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular colony is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Aristocracy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each colony will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Aristocracy, witch control of the economy eliminates
organized crime.  Your colonies, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Aristocracy governments are
given VETERAN status.  Under Aristocracy, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Aristocracy is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the trusting fools.

@PEDIAGOVT4
@width=600
@title=Diabolicism
^UNIT SUPPORT
Can support up to EIGHT units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Diabolicism may produce
SPECTRE units.
^
^HAPPINESS
Under Diabolicism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Diabolicism has a LOW rate of corruption.
However, Diabolicism has the special disadvantage that
all LORE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Monuments, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Diabolicism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Diabolicism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Mercantilism
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
colony (or a fortress within 3 spaces of a friendly colony)
causes one citizen in its home colony to become unhappy.
^
^CORRUPTION AND WASTE
The Mercantilism has a LOW rate of corruption and waste.  The
level of corruption in a particular colony is based on its
distance from your capital.
^
^SPECIAL
Under a Mercantilism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the lore/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Mercantilism can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building improvements can help with this problem.

@PEDIAGOVT6
@width=600
@title=Nationalism
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
colony (or a keep within 3 spaces of a friendly colony)
causes TWO citizens in its home colony to become unhappy.
^
^CORRUPTION AND WASTE
Nationalisms experience NO corruption or waste.
^
^SPECIAL
Under a Nationalism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and colonies of a Democracy are immune to BRIBERY
of all forms.
The lore/tax/luxury rates may be set to any level
desired.
^
^HINTS
Nationalism can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
realms.  Increasing your luxuries rate and building
improvements can help alleviate this problem.

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